Terra Mystica cover
2012BGG rank #35

Terra Mystica

by Jens Drögemüller, Helge Ostertag · Feuerland Spiele

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Players2–5
Time60–150m
ComplexityMedium-Heavy
Age12+

About the game

What is Terra Mystica?

In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups. Terra Mystica is a full information game, without any luck, that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities. Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are: Desert (Fakirs, Nomads) Plains (Halflings, Cultists) Swamp (Alchemists, Darklings) Lake (Mermaids, Swarmlings) Forest (Witches, Auren) Mountain (Dwarves, Engineers) Wasteland (Giants, Chaos Magicians) Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult... Terra Mystica FAQ

How it plays

Mechanics

ChainingEnd Game BonusesHexagon GridIncomeIncrease Value of Unchosen ResourcesNetwork and Route BuildingTech Trees / Tech TracksTurn Order: Pass OrderVariable Player PowersVariable Set-upVictory Points as a Resource

On the shelf

Categories

CivilizationEconomicFantasyTerritory Building

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Terra Mystica?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?